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Author Topic: Interrupt time acceleration upon new unidentified/hostile contact  (Read 1132 times)

TJJ

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Time acceleration can now very easily be a death trap; especially early on in the game, where you can be jumped by much larger hostile fleets before you're even aware of their presence.

Simple suggestion; when a new bogey (unidentified), or bandit (hostile) contact enters sensor range, either interrupt time acceleration or auto-pause the game.
« Last Edit: November 21, 2015, 03:38:59 AM by TJJ »
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Dark.Revenant

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Re: Interrupt time acceleration upon new unidentified/hostile contact
« Reply #1 on: November 21, 2015, 11:55:13 AM »

I'm afraid this would lead to more annoyance than benefit.
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Gothars

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Re: Interrupt time acceleration upon new unidentified/hostile contact
« Reply #2 on: November 21, 2015, 12:08:23 PM »

Maybe only for fleets that are pursuing you?
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CrashToDesktop

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Re: Interrupt time acceleration upon new unidentified/hostile contact
« Reply #3 on: November 21, 2015, 12:12:56 PM »

I feel like this is needed most when you're still getting use to the game - it'd be undoubtly useful.  However, once you get used to the sensors (and learning to turn off your transponder in Hyperspace), it would start to get really annoying.
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HELMUT

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Re: Interrupt time acceleration upon new unidentified/hostile contact
« Reply #4 on: November 21, 2015, 04:41:52 PM »

I feel it's not really necessary. I personally played nearly constantly with time acceleration before, and got punished hard because of it in this update. But after a little while, i eventually learned to stop pressing the accelerate time key but also how to quickly spot potential opponents. In the end, it's something you get used to.

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